Necrotic Strike: A vicious strike that deals 100% weapon damage and absorbs the next (0.75 * AP) healing received by the target. For 1510 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%.

Talent and Specialization Changes

: Increases yourthechancedamagetodonehit withby your spellsdiseases by 3%. Spells are all Death Knight abilities that are not direct weapon strikes.10%.

: Your main-hand auto attacks have a 5% chance to make your next Death Coil cost no runic power.

: Surrounds you with a barrier of whirling bones. The shield begins with 34 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min.

: Your main-hand auto attacks have a 10%chance (higherchancethanrank 2) to make your next Death Coil cost no runic power.

Sudden Doom: Your main-hand auto attacks have a 15%chance (higherchancethanrank 3) to make your next Death Coil cost no runic power.

: Increases yourthechancedamagetodonehit withby your spellsdiseases by 6%. Spells are all Death Knight abilities that are not direct weapon strikes.20%.

: Increases yourthechancedamagetodonehit withby your spellsdiseases by 9%. Spells are all Death Knight abilities that are not direct weapon strikes.30%.

Mastery: Dreadblade: BlightcallerDreadbladeIncreases theShadow damage done by your diseases by 40%.20%. Each point of Mastery increases diseaseShadow damage by an additional 5.0%.2.5%.

: Lacerates the enemy target, dealing (246197 + (AP * 0.09580.0766)) damage and making them bleed for (5 * (1915 + (AP * 0.00640.00512))) damage over 15 sec, and causing a high amount of threat. Damage increased by attack power. This effect stacks up to 3 times on the same target.

: You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 54 sec.

: You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 54 sec.

Talent and Specialization Changes

: Reduces the mana cost of all shapeshifting by 10% and increases the duration of Tree of Life Form by 53 sec.

: Reduces the mana cost of all shapeshifting by 20% and increases the duration of Tree of Life Form by 106 sec.

Incarnation: Tree of Life: Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 3025 sec.

Heals up to 5 friendly party or raid members within 15 yards of the target for 28633717 over 7 sec. Prioritizes healing most injured party members. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

: Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 3025 sec. 5 minute cooldown.

Mastery: Starlight: Increases the bonus damage from Eclipse by 12%.16%. Each point of Mastery increases the bonus by an additional 1.5%.2.0%.

Mastery: Harmony: Increases the potency of your healing spells by 10%11.6% on targets already affected by one of your heal over time spells. Each point of Mastery increases heal potency by an additional 1.25%.1.45%.

Deterrence: When activated, increases parrythe chance melee attacks will miss you by 100%, reduces the chance ranged attacks will hit you by 100% and grants a 100% chance to deflect spells. While Deterrence is active, you cannot attack. Lasts 5 sec.

: Gives your Chill effects a 7% chance to grant you the Fingers of Frost effect, which causes your next Ice Lance or Deep Freeze spell to act as if your target were frozen.frozen and increases Ice Lance damage by 15%. Fingers of Frost can accumulate up to 2 charges and lasts 15 sec.

: Gives your Chill effects a 14% chance to grant you the Fingers of Frost effect, which causes your next Ice Lance or Deep Freeze spell to act as if your target were frozen.frozen and increases Ice Lance damage by 15%. Fingers of Frost can accumulate up to 2 charges and lasts 15 sec.

: Stuns the target for 5 sec. Only usable on Frozen targets. Deals (14291144 * 1) to (17911432 * 1) damage to targets that are permanently immune to stuns.

: Increases the damage done by all your periodic fire damage effects by 20%.22.4%. Each point of Mastery increases periodic damage done by an additional 2.5%.2.8%.

: Gives your Chill effects a 20% chance to grant you the Fingers of Frost effect, which causes your next Ice Lance or Deep Freeze spell to act as if your target were frozen.frozen and increases Ice Lance damage by 15%. Fingers of Frost can accumulate up to 2 charges and lasts 15 sec.

: Increases the damage of your Frost spells by 25%.25% and of your Frostbolt spell by an additional 15%.

: Your Molten Armor allowsAllows you to cast the Scorch spell while moving instead of reducing the chance you are critically hit.moving.

: Whenever you are victim of an attack equal to damage greater than 10% of your total health,health or critically hit by any attack, you gain Blessed Resilience increasing all healing received by 15% lasting for 10 sec.

: Whenever you are victim of an attack equal to damage greater than 10% of your total health,health or critically hit by any attack, you gain Blessed Resilience increasing all healing received by 30% lasting for 10 sec.

Holy Word: Sanctify: Heals up to 5 friendly party or raid members within 15 yards of the target for 17762309 to 19622551. Prioritizes healing the most injured party members.

: Whenever you are victim of an attack equal to damage greater than 10% of your total health,health or critically hit by any attack, you gain Focused Will reducing all damage taken by 5% lasting for 8 sec. Stacks up to 2 times.

Focused Will: Whenever you are victim of an attack equal to damage greater than 10% of your total health,health or critically hit by any attack, you gain Focused Will reducing all damage taken by 10% lasting for 8 sec. Stacks up to 2 times.

Mastery: Madness: Increases the damage done by your Shadow Orbs by 20%.21.6%. Each point of Mastery increases damage by an additional 1.3%.1.5%.

: In addition, when you cast Power Word: Shield on yourself you are immune to Silence, Interrupt and Dispel effects for 2 sec.

: In addition, when you cast Power Word: Shield on yourself you are immune to Silence, Interrupt and Dispel effects for 4 sec.

Mastery: Main Gauche: Your main hand attacks have a 16% chance to grant you an attack that deals damage equal to 75%100% of a main hand attack. Each point of Mastery increases the chance by an additional 2.00%.

: After killing an opponent that yields experience or honor, you have a 50% chance to increase the critical strike chance of your next attack within 1015 sec by 40%, and to refresh your Slice and Dice and Recuperate abilities to their original duration.

: After killing an opponent that yields experience or honor, the critical strike chance of your next attack within 1015 sec is increased by 40% and your Slice and Dice and Recuperate abilities are refreshed to their original duration.

: Increases your damage dealt to targets with a Bleed effect on them by 5%.5% and gives your Bleed effects a 50% chance to not break your Gouge.

: Increases your damage dealt to targets who are afflicted with a Bleed effect on them by 10%.10% and gives your Bleed effects a 100% chance to not break your Gouge.

Chain Heal: Heals the friendly target for 29673282 to 33893748, then jumps to heal the most injured nearby targets. If cast on a party or raid member, the heal will only jump to other members. Each jump reduces the effectiveness of the heal by 30%. Heals 4 total targets.

Summons a Tremor Totem with 5 health at the feet of the caster that shakes the ground around it,it for 6 sec, removing Fear, Charm and Sleep effects from party and raid members within 30 yards. Lasts This5totemmin.may be dropped even while the caster is afflicted with such effects.

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Healing Wave: 30%33% of base manaHeals a friendly target for 74738968 to 853710244.

Talent and Specialization Changes

: Summons a Mana Tide Totem with 10% of the caster's health at the feet of the caster for 12 sec. Party members within 40 yards of the totem havegaintheir400% of the caster's Spirit (excluding short - duration Spirit increased by 350%.bonuses).

: Increases your spell power by an amount equal to 50% of your attack power, and reduces the mana cost of your instant beneficial, damaging, and totem spells by 75%.

Earthquake: You cause the earth at the target location to tremble and break, dealing 493542 Physical damage every 1 sec to enemies in 8 yard radius, with a 10% chance of knocking down affected targets. Lasts 8 sec.

Mastery: Deep Healing: Increases the potency of your direct healing spells by up to 20%,24%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases direct heals by up to an additional 2.5%.3.0%.

Earthquake: An earthquake shakes the target area, dealing 493542 Physical damage to enemies every 1, with a 10% chance of knocking them down.

: Imp - Critical Strikestrikedamagechanceonof your cast time Destruction spells increased by 60%30% for 3020 sec. Each spell cast benefitting from this effect reduces the bonus by 20% until the bonus expires after 3 casts.

Talent and Specialization Changes

: The icon has changed.AftermathImproved Soul FireYourYouRain ofyour Fire and Shadow damage done by 4% for 15 sec after you deal damage with Soul Fire. This effect has a 6%6chancesecto Stun targets for 2 sec., and your Conflagrate has a 50% chance to daze the target for 5 sec.cooldown.

: The icon has changed.AftermathImproved Soul FireYourYouRain ofyour Fire and Shadow damage done by 8% for 15 sec after you deal damage with Soul Fire. This effect has a 12%6chancesecto Stun targets for 2 sec., and your Conflagrate has a 100% chance to daze the target for 5 sec.cooldown.

:

3040 yd range

Unstable Affliction: Shadow energy slowly destroys the target, causing 1115 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 2007 damage to the dispeller and silence them for 54 sec. Only one Unstable Affliction or Immolate per Warlock can be active on any one target.

: Increases the amount of health generated through spells and effects granted by your Demon Armor by an additional 5%, and increases the amount of healthmanaregeneratedgranted by your Fel Armor by 50%.

: Increases the amount of health generated through spells and effects granted by your Demon Armor by an additional 10%, and increases the amount of healthmanaregeneratedgranted by your Fel Armor by 100%.

Mastery: Master Demonologist: Increases the damage done by your demon servants and damage you deal while transformed into a demon by 12%.16%. Each point of Mastery increases damage by an additional 1.5%.2.0%.

Mastery: Chaotic Energies: Increases all fire damage you deal by 10%.10.8%. Each point of Mastery increases fire damage by an additional 1.25%.1.35%.

: Enables you to channel Hellfire while moving.moving, and increases the duration of your Immolate by (6) sec.)fresh the duration of your Unstable Affliction spell when dealing damage on targets below 25% health.

: The icon has changed.Improved Soul FireAftermathYouYourincreaseRainyourofspell haste by 7% for 15 sec after you deal damage with Soul Fire. This effectFire has a 156%secchancecooldown.to Stun targets for 2 sec., and your Conflagrate has a 50% chance to daze the target for 5 sec.

: The icon has changed.Improved Soul FireAftermathYouYourincreaseRainyourofspell haste by 15% for 15 sec after you deal damage with Soul Fire. This effectFire has a 1512%secchancecooldown.to Stun targets for 2 sec., and your Conflagrate has a 100% chance to daze the target for 5 sec.

: Your Charge ability is now usable while in combat and in all stances, and the duration of your Charge stun is increased by 2 sec. Following a Charge, your next Slam or Mortal Strike has an additional 25% chance to critically hit if used within 10 sec. However, Charge and Intercept now share a cooldown.

Mastery: Unshackled Fury: Increases the benefit of abilities that cause or require you to be enraged by 37.6%.44.8%. Each point of Mastery increases enrage effects by an additional 4.70%.5.60%.

NPC Abilities

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.

Unstable Affliction: Shadow energy slowly destroys the target, causing 1800 damage over 18 sec. In addition, if the Unstable Affliction is dispelled it will cause 2700 damage to the dispeller and silence them for 54 sec.

Unstable Affliction: Shadow energy slowly destroys the target, causing 3000 damage over 18 sec. In addition, if the Unstable Affliction is dispelled it will cause 4625 to 5375 damage to the dispeller and silence them for 54 sec.

Ice Cannon: A low cost attack that does a moderate amount of damage and slows down the movement of Scourge enemies. Does TRIPLEDOUBLE damage against Scourge that are imprisoned in ice.

Heroic Leap: Leap through the air towards a targeted location, slamming down with destuctivedestructive force to deal (1 + 0.5 * AP) damage on all enemies within 8 yards.

Unstable Affliction: Shadow energy slowly destroys the target, causing 11565 to 13435 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 9250 to 10750 Shadow damage to the dispeller and silence them for 54 sec.

: Shadow energy slowly destroys the target, causing 13875 to 16125 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 9250 to 10750 Shadow damage to the dispeller and silence them for 54 sec.

: Shadow energy slowly destroys the target, causing 18500 to 21500 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 11563 to 13437 Shadow damage to the dispeller and silence them for 54 sec.

: Shadow energy slowly destroys the target, causing 23125 to 26875 damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause 13875 to 16125 Shadow damage to the dispeller and silence them for 54 sec.

Tidal Wave: A cascade of water splashes over enemies in a 100 yd cone in front of the caster, dealing 139 to 161 Nature damage and stunning them for 3 seconds.damage.

Strikes an enemy for 100% weapon damage, generating a charge of Unholy Power.

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: Summons a frosty mixture that deals Frost damage and freezes the ground, dealing damage to enemy units within 15 yards of the target.enemies.

: Hurls a poisonous mixture at the target and surrounding enemies, dealing 1200025000 initial damage and seeping into their skin for 5700 to 6300 damage every 5700 to 6300 seconds. Movement speed is slowed by 40%.

Comment by FinickyFlame

Comment by Tsarmyth

Weird, here it says they're buffing Immolation Aura but on another patch notes it says it's getting nerfed?Can anyone inform me as to the truth?

Comment by redfive

on 2011-01-14T21:18:11-06:00

dont say a thing other whys they will know you know and nerf it

Comment by Interest

on 2011-01-14T21:19:37-06:00

Surv hunters nerfed....15% more stamina? Oh why dont you make them tanking class? They almost have hp like tanks and their surv dps is really nerfed. Well it looks like that I should buy some hunter heirlooms and do my wn survival hunter.

It's intended to be a PvP buff more than anything. Still not going to fix the issues though...(mobile autoshot MIGHT)

Survival DPS nerfs aren't quite as bad now, considering the buffs to hunters all around. It "should" put them in line. I haven't done the math though.

Comment by forgottenring

on 2011-01-15T03:40:28-06:00

Mind Sear: Causes an explosion of shadow magic around the target, causing 146 to 158 Shadow damage every 1 sec for 5 sec to all enemies within 10 yards around the target.

They specifically took out the word enemy in the description. Does that mean Mind Sear can be cast on friendly players? It does no damage to the target so I could see that working. It'd be fun to cast Mind Sear on a player and have them run around in groups of mobs to AoE.

Comment by B3y0nd

on 2011-01-16T23:25:43-06:00

Wow, Fel Armor got destroyed =(. Absolutely devastating for me, since I enjoy solo'ing old content, it actually kills solo viability in a lot of places.

Sigh...

Comment by Interest

on 2011-01-16T23:51:00-06:00

Wow, Fel Armor got destroyed =(. Absolutely devastating for me, since I enjoy solo'ing old content, it actually kills solo viability in a lot of places.

Sigh...

Look at the more recent threads. They made it more like Vampiric Embrace.

Comment by blthornton

on 2011-01-17T05:23:22-06:00

No one noticed the Guild Achievement?Now Alchemists only need to create 1,000 and 3,000 flasks for the recipe for the cauldrons!

Quit your QQ huntards,I'm a SV hunter with average item level of 346I am always number one in dpsNow I will just be mediocre

Comment by Flexnrun

on 2011-01-18T09:44:05-06:00

Aww my blood DK heals are going to drop to only 65% of the real healers in raids now. Silly glyph nerf.. I liked being able to heal for 300k in 10 seconds! That's balanced.. right?

Comment by SUSHOO

on 2011-02-10T17:46:49-06:00

common bliz i agree that druids are op but stop making them weak on every update deal with dk's or pallys there dps and defence is annoying!

Comment by Amry

on 2011-02-10T18:05:06-06:00

i agree that druids are op

stop making them weak

deal with dk's or pallys

So you agree that Druids are overpowered, and your suggestion to balance this is to nerf DK and Paladin?